(Note: Any explanations of recommendations for converting the 1st edition information to 4th edition will be listed in red.)

Player Characteristics:

Movement Allowance (MA): This shows the maximum number of squares the player can move in a Movement or Reserves Phase.

Combat Skill (CS): Combat Skill represents the ability of the player at attacking or dodging opposing players (or the lack of it!).

Throwing Skill (TS): This dicates the player's ability to throw the football across the field, and his chance of reaching the arms of the person waiting to catch it.

Strength (ST): A player's Strength represents how physically powerful he is, and is used to tackle or wound opponents who have been hit by attacks.

Toughness (TH): Players with high Toughness are more resistant to damage and more likely to return to play after being knocked out (KO'd).

Wounds (WD): Most players only have a rating of 1 for wounds; however, some really hard players will have higher scores due to incredible stamina or resistance to pain (or such sheer stupidity that they don't know they've been hurt)

Attacks (AT): Some Blood Bowl players are able to attack more than once in the Tackle phase. However, no player may block or tackle more than once per Tackle Phase, no matter how many attacks they may make.

Cool (CL): Cool reflects a player's ability to remain calm and concentrate under pressure, and is used when players attempt to catch thrown or dropped footballs.

All characteristics are rated as a number from 1 to 10, the higher the score the better. No characteristic can be increased by more then 2 points from its base. If a roll would increase a characteristic more than 2 poins, the extra points are lost.4th edition MBBL conversion is based on MA=MA, TS and CL=AG (and/or Pass/Catch/Nerves of Steel), CS+ST+AT=ST, and TH+WD=AV (more emphasis on TH than WD).

Skills:

Block: Opponents tackling a player with this skill must subtract 1 from their tackle die roll.

Catch: The player may increase their CL by 1 when rolling to see if they catch the football.

Dodge: The player may Dodge (see Movement rules for the rules for Dodging)

Dodge & Weave: When the player Dodges, their opponent must subtract 2 from their die roll instead of 1. This skill may only be chosen if the player already has the Dodge skill.

Intercept (level 1-3): The player may increase his CL by 1 for each level of Intercept when trying to Intercept the ball.

Kicking: Only Kickers have this skill. A Kicker holding the football may kick it downfield during his turn (ie at a time over than the Kick-Off). Also a player with Kicking does not suffer the -1 penalty for the Kick-Off result die roll and may kick the ball 15 squares + ST rather than the normal 12 squares + ST. (Note: Kicking was not a listed skill, but this is best way to describe the unique skills possessed by Kicker position players on a 1st edition Blood Bowl team).

Leap (level 1-3): The player may increase his CL by 1 for each level of Leap when rolling to jump over prone players.

Loyal: The player never collects Disenchantment Points, and may never by bribed.

Safe Throw (level 1-3): Only Chuckers may take this skill. A player trying to intercept a ball thrown by a player with this skill has their CL reduced by 1 for each level of Safe Throw.

Self Control: The player may ignore the effects of Fear, Hatred, and Animosity.

Sprint: The player may double their MA in a Movement Phase or Reserves Phase, but only twice per game.

Strip Ball: The may increase his ST by 1 when stripping the football.

Sure Hands (level 1-3): The player may increase their CL by 1 per a level of Sure Hands when rolling to see if they drop the football.

Tackle: The player may add +1 to any tackle dice roll they make.

Thick Skull: When stunned the player may return to play in the turn following the one in which they were injured. In other words, they don't have to wait until a Touchdown is scored. The player always recovers from being KO'd after a Touchdown has been scored; don't roll the die to see if they do so.

Psychology:

Fear: If a player is afraid of another race, the player who is afraid must roll less than or equal to their CL on two dice in order to move into the Death Zone (DZ) (Death Zone=Tackle Zone) of the player of whom they are afraid.

Hatred: When a player with hatred is adjacent to a player from the hated race (whether on the opponents or his team) during the Combat Phase, they must roll equal to or under their Cool on two dice. If they fail they must attack the hated player if possible (not tackle it).

Animosity: If a player wants to throw the football to a player towards whom he feels animosity, he must roll equal to or less than his Cool on two dice. If he fails, then he will only throw the ball to a member of his own race for that turn.

Teams:

A 1st Edition Blood bowl team has 15 players. A team can have a maximum of 8 non-Lineman players, but the mix of non-Lineman players is the coach's choice (8 Runners, 4 Catchers + 4 Chuckers, etc.) A normal team is made up to 15 players of the same race. Explanation of the Psychology rules (Hatred, Fear, Animosity) are above this section. Star Player Points are points that each new team of that race gets to use to enhance a few of the new team's players (for 1 SPP you can give a player a Skill, increase a level skill one Level, or roll on a random table to give the player a stat increase. Click here to see the rules for using Star Player Points.) Note: zero to all SPP points may be spent on any player on the beginning team.

Creeveland Cresents (Blood Bowl Champions in the last 3 of 5 competitions) whose star player is Harry (The Hammer) Kehry (renowned for the intricate war-dances he does whenever he scores usually on the recumbent bodies of his opponents)

Any TH or ST bonuses received from a star player roll for an Dark Elf must instead be added to TS or CL (coach's choice).

Teams/Players of Note:

Darkside Cowboys featuring the dashing Jerimia Kool, the Flashing Blade, who hold the record for the longest total passing distance, and the largest number of Dwarf players killed in a league game (15!).

Halfling

Position

MA

CS

TS

ST

TH

WD

AT

CL

Skills

Negatives

Lineman

3

2

4

2

2

1

1

7

Dodge

None

Catcher

3

2

4

2

2

1

1

7

Dodge, Catch

-1 to Tackle rolls

Defensive

2

2

4

2

2

1

1

7

Tackle, Armour Save on 4+

Cannot Dodge

Halfling Teams get 4 Star Player Points to use when created.

Halfling Coaches may spend 2 Star Player Points to add Star Player Arfie Shortzenegger to the team. (see below).

Any TH or ST bonuses received from a star player roll for a Halfling must instead be added to CS or CL (coach's choice).

Halfling are the shortest of all Blood Bowl players. This means that when a Halfling dodges he may double his CS, if attacked, or his ST, if tackled. (Remember Defensive Halflings can never Dodge).

All Halflings must double the actual range when looking at the needed rolls for any throw or kick attempts.

Teams/Players of Note:

Bluebay Crammers with star player Shorty Stubbfoot, who has perfected a body swerve so effective he hasn't been tackled in a game for three seasons. His teammates call him the Artful Dodger; others just call him a coward.

Very Special Star Players: Arfie Shortzenegger

Position

MA

CS

TS

ST

TH

WD

AT

CL

Skills

Negatives

Lineman

3

3

4

3

2

2

1

8

Dodge

None

Arfie owns the Magic Item: Gauntlets of Holding (which means he never misses a tackle).

Arfie is subject to Stupidity. At the start of each of his turns, Arfie's Coach should roll 1 dice. On a 6, Arfie becomes confused and the opposing coach decides what the will do for the turn.

History: Arfie first appeared 5 years ago from the jungles of Lustria. Although he claims to be pure-bred Halfling there is little doubt that he is part pygmy, as proved by his colour and his height. From his stories, it appears that he is a follower of the mysterious godling Bod-ee-bill'da, an obscure cult that practices strange rituals to improve the physique. As a result of his beliefs and parentage Arfie is much stronger than the average Halfling and able to take considerably more punishment. However, as you might expect from someone who models themselves on Thrud the Barbarian, he is not too bright.

Conversion to 4th edition for Arfie is done by comparing him to 1st edition Halfling Lineman and a 1st edition Human Lineman.

MA= His MA is the same, so 4th edition Halfling movement used of 5

ST=Arfie's CS+ST+AT is 7 which is +2 over a 1st edition Halfling and the same as a Human Lineman. Translated to 4th edition Human Lineman ST of 3.

AG=TS is the same, but CL is one higher than a normal Halfling (however, 1st ed. Halfling Linemen had a TS one higher than Human Linemen) so MBBL decided +1 AG over a normal 4th Edition Halfling = 4

AV=TH is the same, but WD is one higher. So he's just as easy to knock down but not out. So AV stays the same as a 4th ed Halfling = 6, but Arfie has Thick Skull.

While the 1st edition rules mention that Arfie is big for a Halfling, they do not say that Arfie does not have the special Dodge rules that all normal Halflings have so this means 4th edition Arfie would have Dodge and Stunty.

Also Arfie's Stupidity reads very much like 4th edition's BoneHead so that would be the translation for that.

Finally, translating Arfie's Gauntlets of Holding to 4th: Instead of blocking or blitzing, Arfie may choose any one player adjacent to him (before or after moving) and knock the player down. Roll straight away on the Injury table (no modifiers) and treat all rolls of 9 or less as if Arfie failed the Armour roll, treat rolls of 10+ as a normal casualty roll.. If Arfie moves first before using the Gauntlets, it does not count as the team's blitz move. (This action is exactly what his 1st edition Gauntlets allowed him to do.) The ref cannot tell that the Gauntlets are what make Arfie so tough, so they are not considered a Secret Weapon (much like a Magic Helmet).

Another team of note is the Severed Heads featuring legends like Urgash Axe-Biter and Grishnak Goblin-Throttler.

Hobgoblin

Since 4th edition does not have a pure Hobgoblin team, click here to see a 4th edition version of this team. (Note: this team is not very true to the below stats. This team is based on a mix of: the Did You Know facts in the 1st edition rulebook and the 3rd edition Death Zone (p. 26), the fact that 1st edition stated there are no Hobgoblin teams of note, the 4th edition Chaos Dwarf Hobgoblins stats mixed with the Sneaky Git rules from Blood Bowl Compendium 1, and the Hobgoblin Stupidity rule from Blood Bowl Compendium 2 (both Compendium articles were written by Jervis Johnson.))

All Hobgoblins are subject to Frenzy. In the Combat Phase, a hobgoblin may only tackle if it rolls equal to under his Cool on two dice; if it fails it must attack instead.

Team/Players of Note:

There are NO Hobgoblin teams of any note at all! Hobgoblin Star Runningback Skurfrik Stone-Sucker, often turns up for a match several days in advance of kick-off. Since it takes him that long to figure out how to tie his boot laces up.

Norsemen teams can have a maximum of 4 Berserkers, and the Berserkers do count against the limit of 8 Special Players allowed in the team.

Berserker may (once per a game) go Berserk (surprise, surprise!) as long as the Berserker does nothing for the whole turn, and is not in an opponent's Death Zone (tackle zone). At the end of the turn, they become Berserk. A Berserk player is so enraged by the attack upon them that they can think of only one thing - REVENGE! The Berserk player must drop the foot if they are carrying it. In any Movement Phase, the player must move to end up as close to the nearest opposing player as possible. In the Tackle Phase, the berserk player must attack any opposing player next to him. The Beserk player get double his normal number of attacks and adds 1 to both the To Hit and To Wound die rolls. However, the To Hit die roll of any attacks upon him are also modified by +1. A Berserk player may never leave the field or pick up the football. A Berserk player returns to normal after either team has scored a Touchdown.

If a Berserker suffers a wound during normal game play, they will go Berserk on a Wound Table roll or 7 and will be Stunned on a roll of 2 (which is the opposite of what would happen to a normal player). Note: the Berserker will go Berserk from the Wound table even if they have already used their voluntary Berserker ability.

Team Notes:

Blood Bowl has a growing and very enthusiastic following in Norsca, which i shardly surprising considering the Norse love of anything in the slightest bit violent. Norse teams are not renowned for their suble tactics, and have been known on occasion to forget the ball in their wild rush to inflict severe and, if possible crippling damage on the opposition!

The 1st edition Norsemen team concept is credited to Mark Labbett

Champions of Death (Undead)

Position

MA

CS

TS

ST

TH

WD

AT

CL

Skills

Negatives

Skeleton

4

2

2

3

3

1

1

5

None

Very Easily Killed

Zombie

4

2

1

3

3

1

1

4

None

Easily Killed, No SPPs

Ghoul

4

2

1

3

4

1

2

8

Venomous Touch

No SPPs

Mummy

3

3

1

4

5

4

2

8

Indestructible

CL (Cool) of 4 for Catching, No SPPs

Undead Teams have three choices when created:
- 1) get 4 Star Player Points to use only on Skeletons
- 2) get 1 Mummy for the team
- 3) get 4 Ghouls for the team

Note: No Mummies or Ghouls may be added to the team after it is created. Ghouls that are killed during league play may not be replaced with new Ghouls.

Skeletons and Zombies do not need Wages to play and can be purchased as replacement players for free.

Undead Players do not fear or hate any other races.

Undead teams do not receive Experience Points or Star Player Points. Instead at the end of each game, the Necromancer coach receives one roll on the Star Player chart for a Skeleton of his choice.

Zombies, Ghouls, and the Mummy may never receive Star Player rolls.

Any MA bonuses received from a star player roll for a Skeleton must instead be added to CL.

Skeleton and Zombie players who suffer a wound are killed. Skeletons may also be killed on To Injury rolls of 4+ from tackles (instead of the normal 6).

Mummies are Indestructible. If they are reduced to one wound and then wounded again, they are temporarily killed. However, they will be repaired in time for the next game at "full health" (for a dead guy).

Ghouls have a Venomous touch to any non-undead player. Any living player who is hit by a Ghoul rolls on the Injury Chart as usual, and then rolls another die. On a 5 or 6, the player has been poisoned and is removed from play. However, the player will be completely recovered from the Ghoul poisoning by the next match.

Team/Players of Note:

The Champions of Death are coached by the very powerful necromancer known as Tomolandry the Undying. The Champions never run out of players. Tomolandry simply creates more players as and when he needs them. The Champions of Death greatest Mummy player was Ramtut the Third, recently excavated from a three thousand year old tomb, who was actually a star player of the original version of the game. Of course, he doesn't feel that the game is as good as it was, but since there's nothing he likes more than a good does of death, he's perfectly happy to play!

Any MA or TS bonuses received from a star player roll for a Knight must instead be added to CS or ST (coach's choice).

Knights consider themselves to be vastly superior to a humble peasant, a fact with which most of the peasants go along with. Becasue of this, whenever a Knight or Peasant wants to throw the football they must roll two dice and try to score equal to or under their CL. If this roll is failed the player must throw the football to a Knight; they may not throw the ball to a Peasant. In addition, all Knight players on the field must be moved before any Peasants are moved.

The coach of the Albion Wanderers can pick one of the Peasant players as their leader. The leader of the Peasants is exempt from the Forelock Syndrome rule.

Team Notes:

The Albion Wanderers are a special team made up of 5 Knights and 10 Peasants from far-off Albion, where the game has only recently introduced under the auspices of manager Bo Berobsson.

The 1st edition Albion Wanderers team concept is credited to Mark Labbett

Although in first edition it does not say they get 4 Star Player Points when the team is first created, it could be assumed that they should get the normal 4 Star Player Points to use when created.

Again the 1st edition rules are not clear on this topic, but it would seem that in Human form, the player fear Ogres, Troglodytes, Trolls, Mummies, Minotaurs, and Treemen ... in Wolf form, the players fears no one.

In Wolf forms, any Special Player abilities or negatives and any Skills are forgotten. Star Player Points must be assigned to Human or Wolf form (eg, a +2 CS could be assigned to either Human form or Wolf Form, but not both).

When in Wolf form, there creatures hate everything alive, so they must roll equal to or under their CL in order to tackle rather than attack. If they fail they go for the throat.

Team Notes:

Each Werewolf player is represented by two counters, one in Human form and one if Wolf form. They must enter the field in human form, but may change to wolf form at any time. A metamorphosing player falls to the ground during his Reserve Movement Phase and stays there, writhing, until the end of his next Reserve Movement Phase, when he rises in a new form (in other words, swap the counters over). While changing the Werewolf is considered prone.

Werewolves are creatures with their souls in conflict. Their bodies have been warped by the touch of Chaos, their violent natures locked into a rigid monthly cycle by the forces of Law. Their inner tensions are aggravated to the point where they can only be relieved by the most drastic methods. But when they've finished doing that they can relax and pop off to play a game of Blood Bowl.

Werewolf teams have never been particularly successful, due to the unstable nature of their changes. If the game drags too far into the evening they are prone to fetch the ball rather than run with it, or dige a hole and bury the referee. They seem to perform brilliantly against Skeletons, but have terrible trouble keeping their minds on the game when playing Treeman. One famous Werewolf player of recent times was 'Rover' McChaney, who used to shave his palms for better ball control.

The Slann are an ancient race who once roamed the stuff of Chaos in their marvelous sliver spaceships, seeding the universe with their genetic experiments. Once, but not now. The Slann have long since degenerated, and the technological marvels they once produced are now a thing of the past. So low have they sunk into barbarity that they even play (shudder) Blood Bowl. We mean, how uncivilised can you get?

In fact there aren't all that many Slann Blood Bowl teams around, but those that do exist are pretty git hot, their only weakness being the Slann's rather poor throwing and kicking ability. Most famouse of all Slann players is Lottabottol of the Central Lustria Croakers, whose record number of interceptions provided him with the nickname 'The Leaper'.

The Heroes of Law team can be a mix of ANY 15 players from the Human, Elf, Dwarf, and Halfling rosters. In addition, the team can have up to 2 Treeman players.

Heroes of Law teams get 4 Star Player Points to use when created.

Treemen are so strong that the Armour Saving Throw of any player they hit is reduced by -1. Any team taking on the Champions of Law get two Star Player Points for each Treeman on the Heroes of Law team. Treeman many never receive any Star Player Points. Treeman can also throw Halflings exactly the same way that Ogres and Minotaurs throw Leseer Goblins for the Chaos All-Stars team.

Team Notes:

The Heroes of Law are a special team made up from four races who are wheeled out when really important matters of honour have to be settled for the side of good. Their big rivals are, of course, the Evil Gits, who they loathe with a repugnanace not normally found among such lawful creatures.

Treeman are generally reclusive creatures, who do not mix with other races. However, it has been known for very young Treeman (very young being mere striplings under 250 years old in their terms) to take part in games of Blood Bowl.

The Chaos All-Star may never have more than 2 Big Guy players on the pitch at one time.

Lesser Goblins fear Elves, Mummies, and Treemen.

Lesser Goblins hate Dwarves.

Any stat bonuses received from a star player roll for a Lesser Goblin must instead be added to MA or CL (coach's choice).

Any MA bonus received from a star player roll for an Ogre must instead be taken as ST.

Ogres and Minotaurs may not have more than 1 of the initial Star Player Point spent on them.

Trolls may never have Star Player Points spent on them or earn more later from playing matches.

Troglodytes are members of the lizard race, which makes one player very much like another. As a result, a maximum of 1 of the initial Star Player Points may ever be spent on all the Troglodyte players when the team is created.

A Chaos All-Stars team cannot have more than 2 Minotaurs.

Minotaurs are so strong that the Armour Saving Throw of any player they hit is reduced by -1.

Throw Teammate: Ogres or Minotaurs may throw a Lesser Goblin instead of the football. The Lesser Goblin must be in an adjacent square to the Ogre or Minotaur to be thrown, and both players must be upright. Count each square as two squares when working out the range. When the Lesser Goblin lands roll one die, adding +1 if the throw scattered. On a 5 or 6, the Lesser Goblin suffers 1 wound and must roll on the Wound table. However, any Lesser Goblin who is thrown may drop the ball. Roll one die. On a 6, they drop the ball where they land, on a 5 they drop the ball half-way to the square where they land. Any dropped ball must check for bouncing twice.

Foul Odor: Troglodytes emit a strange and unpleasant odour which causes -1 modifier to the attack or tackle die rolls of any non-lizard races in its DZ.

Stupidity: At the start of the player's turn, the team's coach must roll one die for each player with Stupidity on the field. On a 5 or 6, the player becomes confused and the opposing coach may decide what he will do in the Movement, Throw, Tackle & Reserve Phases. If a player is Stupidity is concussed it becomes confused on a roll orf 4, 5, or 6.

Regenerate: This player has the ability to regenerate damage. A Troll htat has a broken arm, leg, head, or is dead, rolls one die after either team has scored a Touchdown. On a 1 or 2, they have failed to regenerate and are removed from play. On a 5 or 6, they have regenerated, all damage is healed and the Troll may re-enter play as if nothing had happened. On a roll of 3 or 4, the Troll is still trying to regenerate, and may roll again after the next Touchdown is scored.

Blood-Greed: If any player (including players in the Minotaur's own team) has to roll on the Wound table while in the Minotaur's DZ, the coach must roll two dice. If the score is greater than the Minotaur's CL, the Minotaur is overcome with blood-greed. The player who caused the test is immediately killed by the Minotaur, who will then drop the football if they are carrying it and start to feast on the deady body. The Minotaur remains on the pitch, but can do nothing esle until the next touchdown has been scored unless they are attacked or tackled. Minotaurs consider it the height of bad manners to disturb someone while they are eating, and will immediately go Berserk (as the Wound Table result) if attacked or tackled while they are feeding.

Team Notes:

Star Ogre Player, Morg'th N'Hthrog, more commonly refereed to as The Ballista by tongue-tied commentators, whose lumbering, tank-like body seems to have been designed specifically for flattening opponents into the turf!

Minotaurs are huge bull-headed creatures of Chaos, who delight in violence and have insatiatable appetites for raw flesh (they're like Ogres with cow heads, in other words). Their enormous strength, minimal intelligence and vicious, depraved mentality make them just about the perfect Blood Bowl players, with the possible exception of Thrud the Barbarian. Fortunately for most Blood Bowl players, very few coaches will allow Minotaurs in their team - mainly because of their disconcerting habit of eating their teammates between, and sometimes during matches.

A Nurgle's Rotters team is made up of 15 players from your selection of position allowed for ANY of the races as long as they are not Chaos Big Guys or Treeman. Two of the 15 players can be Nurgle Beasts which are the closest thing the Rotters have to Star Players, but they aren't much to look at. More like gigantic slimy snaily thingies than stars. Not nice.

A Nurgle Beast may never handle the ball, neither are they ever required to make CL rolls (they have very little brain anyway). On the other hand, its mere presense is so offensive that any opposing player moving within 1 square of a Nurgle Beast must roll under his CL to do so or stand rooted to the spot in stark, staring terror. This roll has to be made every time a player moves near a Nurgle Beast. Nurgle Beasts are really yucky. A Nurgle Beast automatically infects any opposing player(s) in its Death Zone at the end of the turn with Nurgle's Rot. It does not have to attack or tackle anyone, although it can do so. Finally, no Rotter team may have more than two of thes horrid nasty thingies, and for each Nurgle Beasts they do use their opponents get an extra Star Player Point.

Nurgle's Rotters players start with no initial Star Player Points and never earn Star Player Points or Experience Points. Rotters that survive a game are usually dead from the Rot by the next fixture, but for true believers in Nurgle, this is the way to go anyway.

Rather than simply attacking or tackling, Nurgle's Rotters have a third choice (expect against Undead players): INFECT. This is treated as a normal attack, but rather than rolling on the Wound Table, the victim, err... sorry, target player is Infected. This is as nasty as it sounds. The Infected player's coach rolls one die and divides the result by two, rounding up. The result is the number of turns before Nurgle's Rot takes full hold of the player's brain and he deserts to join the Rotters! At the beginning of the subsequent turn, the Rotter's coach writes the player's details on his second team roster and takes control of the player. From then on he is treated as though he started the game as a Nurgle's Rotter. He too can Infect opponents. Yeuchh. If a coach can get an Infected player off the field before he joins the Rotters any Magic Items he is carrying can be removed. These cannot be given to another player; they are simply lost.

Fortunately, Nurgle's Rotters are not exactly a healthy bunch of lads. They are, in fact, so rotten that they often fall to pieces during games. It's all a question of getting close enough to do some damage. You see the first time an opposing player moves into the Death Zone of a Nurgle's Rotter he must roll under his CL score on two dice. If he fails to do this he stops moving in the last square he entered and gibbers a lot about not wanting to catch a nasty disease... Once a player has actually managed to make a Cool roll, put a mark in his Cool box on the Team Roster. He may now freely enter any 'ordinary' Rotter's Death Zone, but must still check every time he wants to go near a Nurgle Beast.

Right, every time a Nurgle's Rotter is attacked or tackled successfully they suffer the normal effects. However, a point is knocked off one of the Rotter's characteristics as well! Gradually, the Rot really sets in, aided by a few well-choosen attacks. If tackled, the Rotter is knocked to the ground and the attacker should roll on the table below. If the Rotter is hit duing an attack (the attacking player does not have to Wound the Rotter) do the same.

Die Roll

Effect

When Reduced to Zero...

1

Lose 1 MA

Rotter cannot move or even stand up (consider permanently tackled).

2

Lose 1 CS

Rotter cannot attack or dodge when reduced to zero and no longer has a Death Zone.

3

Lose 1 TS

Rotter cannot throw the ball.

4

Lose 1 ST

Rotter cannot tackle and is automatically tackled.

5

Lose 1 TH

Rotter automatically wounded every time an attack hits unless his Armour Saving Throw is a success.

6

Lose 1 WD

This is an exception to the rule that no player may drop below 1 Wound. The Rotter is reduced to a gibbering, pulsating, throbbing pustulent festering blob of disease-ridden tissue that cannot move or take any further part in the game. Remove the Rotter and place a Throbbing Tissue marker in the square. Any player who subsequently enters the square is immediately infected with Nurgle's Rot and must roll twice on this table, rerolling 6s. If the player wasn't a Rotter, he becomes one immediately!

Team Notes:

'... Well, Jim, the stadium is looking somewhat empty, with 55,067 no-shows and a total crowd of tonight's action-packed game of 17! This must be some kind of conference record eh, Jim? ... Jim? Jim? JIM? Wait for me! I don't want to catch it either!!'

There is no argument that the Evil Gits are just that: evil, and gits. The Champions of Death are, for that matter, no very nice. Nobody can detract from the Chaos All-Stars reputation for being unpleasant. But even they would admit that there is another team so unutterably rotten (indead, rotten to the core), that is stands pustule and running sore above the rest. My Lords, Ladies, Gentlemen, Yeomen, Freemen, Serfs, Peasants, Utter Scum, and Halflings, let me introduce the extremely offensive unit of NURGLE'S ROTTERS!!! But who is Nurgle? And why the Rotters? Well, sports fans, Nurgle is the Chaos God of Pestilence, a creature determined to see that disease, decay, and corruption destroy the world. Oddly, he does actually have followers, and many of these unnatural types are infected with a terrible disease called Nurgle's Rot. Sooner or later everybody with the Rot dies. Unfortunately, (for everybody else) before victimes and Nurgle worshippers pop their clogs they tend to be bit, well, infectous. And there's no clue. Quite how, or why, the followers of Nurgle first put a Blood Bowl team together is a mystery. What is even more mysterious to most observers is that the members of the Rotters team appear to have an even more infectous and degenerative Rot than everybody else. The answer to these mysteries is simple. It is Nurgle's doing, in his aspect as the Great Coach. Nurgle's Rotters not only win Blood Bowl games, they are recruiting agents for Nurgle! And their recruiting method is pretty effective: they infect their opponents! As a result, it's not uncommon for opponents to refuse to take the field, and for those that do to never be the same again... It's just as well for the Rotters that they can pick up new recruits and players during a game. The ones they start with are already fairly rotten, and all the bumps and bashes of a typical game don't help. A Nurgle's Rotter can sometimes go to pieces, as the Rot really sets in ...

The 1st edition Nurgle's Rotters team concept is credited to Mike Brunton

The strength of 20 men ... the swiftness of a panther .. the brain of a garden snail. Thrud the Barbarian is almost the ultimate Blood Bowl player - unstoppable, vicious, and totally stupid. In practice, though, he maybe a bit too stupid.

Thrud can be included in a Blood Bowl game as long as both coaches agree before the match starts. Thrud is not a member of either team. Instead roll one die at the start of the match; on a 1-3 he will player with the Home team and ona 4-6 he will play for the Away team. After a touchdown has been scored roll again to see which team Thrud will play for, as he tends to forget whose side he is on while waiting for the match to start up again!

Thrud never receives any SPPs and may never be any kind of Special Player, but gets the skills of Tackle and Block for free. He doesn't know the meaning of fear, and never has to roll to enter the DZ of fearsome creatures. Thrud only barely understands the rules of Blood Bowl, just enough to know that you are aloowed to hit people a lot, and that you must get the leathery ball thing down the other end of the field. Because of this, if he ever gets his hands on the football, he will not hand it off or throw it, and must move in such a way as to be at least no further away from the opposing side's End Zone than he was at the start of his move.

From the fevered imagination of the amazingly prolific Mark Labbett comes Galak Star-Scraper, a very speical referee. Galak can be included in any Blood Bowl game - as long as both coaches agree before the start of the match, of course.

Galak is Gurk Cloudscraper's BIG brother, an unusually intelligent giant (which isn't saying much, since he's still pretty dumb) who has loved Blood Bowl since he was knee-high to an Ogre. Sadly, as he grew up he found opponents became less and less keen to play against him, until he eventually had to retire. However, his love of the game just would not go away, and one day he came up with an inspired idea. Striding out into the desert, he trapped a herd of zebra in a canyon. After 3 days of skinning, sewing, and cursing, he returned to civilization in his new stripy suit as the world's first giant Nuffle Amorical Football (NAF) referee.

While he may not be the most competent referee in the Known World, few can doubt that he is the most feared and respected. Well, most feared anyway. Now, if there is one thing Galak can't stand, it's the sight of several players ganging up on one player, especially if the victim is prone. In fact he considers the practice so unsporting that, when he sees 3 or more players attacking a prone player, or 4 or more players attacking an upright player, he may just lose his temper (gulp!). To find out if Galak does lose his temper in these circumstances, at the end of the Tackle phase one of the coaches should roll two dice. If the score is greater than 7, Galak gets so mad that he storms on the pitch to 'sort things out'.

Galak's counter is set up in a side-line square, as close as possible to one of the players who took part in the 'incident'. Each coach should then take it in turn to move Galak one square, within the following restrictions:

Galak must move one square

The square moved to must be closer to one of the offending players.

If Galak can move into a square occupied by on of the offending players, he must do so.

Galak must never enter the same square twice.

While moving Galak ignores DZs and players. If he moves into a square occupied by a player he will run over them, inflicting an attack with a CS of 8 and a ST of 8. Galak is only removed from the pitch once he has entered each of the offending players' squares, and each coach should take it in turn to move him one square until this is done. This whole procedure takes place at the end of the Tackle Phase and before the Reserves Movement Phase.

Galak's inability to control his temper has led to numerous calls that he be barred from refereeing. Unfortunately, Galak finds it equally difficult to control his temper when so accused, leading to several very flat and very dead investigating committess.